eSports
The Red Bull Solo Q World Finals are here – The official 1v1 League of Legends tournament concludes in December!
Red Bull Solo Q, the official 1v1 League of Legends tournament, has revealed all the details of its epic world final which will take place at BMW Welt in Munich, on the 4th-5th December, 2021. The tournament, which began in April, will culminate with the top 20 players battling it out across a two day offline final. Eefje “Sjokz” Depoortere, the face of the initiative, will be on site to host the event, bringing fans behind the scenes insights, interviewing players, commentators, and much more. After the excitement of the League of Legends World Championship (Worlds), the Red Bull Solo Q final is an awesome opportunity for League fans to get their esports fix before the new year.
The first stage of the competition saw players compete in National and International qualifiers in order to gain a spot in the Red Bull Solo Q Regional Finals, with players from some regions invited directly. This event saw the National Finals winners go head to head, with only the very best earning their spot at the Red Bull Solo Q World Final.
Alongside bragging rights as one of the best solo League of Legends players in the world, the Red Bull Solo Q World Final winner will also earn themselves an awesome live-viewing experience at an upcoming official Riot Games tournament.
Red Bull Solo Q is well known for adding a new challenge to the League of Legends format; 1v1 duels where the player must draw “First Blood,” take down the opponent’s tower, or reach a 100-minion score to claim victory. Eefje “Sjokz” Depoortere, who has been the face of the competition since 2019, will be onsite to deliver an awesome fan experience, with a number of behind the scenes interviews, breaking down gameplay and much more. The offline final will take place at BMW Welt in Munich, with all participating players on site.
Built on giving solo amateur players the opportunity to showcase their abilities on the biggest of stages, Red Bull Solo Q has seen a number of competitors use the tournament as a springboard for greater League of Legends success. Mid laner Erik “ZiViZ” Lövgren cut his teeth during 2018’s Red Bull Player One, the previous iteration of Red Bull 1v1 League of Legends action, winning the entire competition and putting his skills on display to the world. Importantly, during the tournament ZiViZ was also able to represent his home country Sweden, as he explained “It’s always been a childhood dream to represent Sweden, be it through football, table tennis or esports. I loved wearing a jersey with the Swedish flag and my name on it.”
For the first time Red Bull Solo Q will take place in Howling Abyss, the first official ARAM (All Random, All Mid) map in League of Legends. This fun and beloved game mode will bring plenty of excitement to viewers, who can keep their eyes peeled for Poro, and players will also enjoy a stage building designed to look just like Howling Abyss, fully immersing them in the action.
Red Bull Solo Q is supported by industry leading partners, bringing the very best hardware and peripherals to competitors. SteelSeries, the worldwide leader in gaming and esports peripherals, is the official Red Bull Solo Q Peripheral Partner, providing headsets, keyboards and mice to duelists, ensuring full immersion with esports gaming gear built for both elite performance and durability. Additionally, AGON by AOC, the global leader in gaming monitors, is the Official Monitor Partner for the event, bringing exceptional visual clarity and ultra-high refresh rates to competitors. BMW Welt also joins the tournament this year, with BMW Welt in Munich providing the setting for the offline world finals. One of the most visited tourist attractions in Germany, BMW Welt will give the competition an epic backdrop as players fight to prove themselves the best solo League of Legends player in the world.
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Angela Bernhard Thomas
CAPCOM’S STREET FIGHTERTM 6 GOING TO COLLEGE THIS FALL
- CSMG will create and operate College Street FighterTM Tour in North America for the 2024-25 academic year
- College conference Street Fighter 6 champions will punch their ticket to the national Collegiate Esports Commissioner’s Cup (CECC) & May Madness in 2025
eSports
R&D rethink needed for sportsbooks to harness esports’ power
Esports betting is still grappling with a perception problem amongst operators. Despite the leaps and bounds in product development made by suppliers – particularly in the last two years – esports hasn’t shaken off the image built in the late 2010s.
Our good friend, Oliver Niner, Head of Sales at PandaScore, has been kind to share the below article with us.
There’s scepticism around esports betting’s value, how well it can actually perform and what’s needed to make it appeal to bettors. A big part of that comes down to perception, which shapes the research and development (R&D) choices made by each operator.
Self-fulfilling prophecy?
Operators who have put the research and development (R&D) resources into esports are seeing excellent growth, while others are still treating it like part of a long tail. The lack of a uniform approach to esports often translates into hesitancy to be bullish and invest in esports.
Whereas in the United States, post-PASPA sports betting has exploded and operators are seeking to capture as much territory and market share as possible because in most cases, you switch the lights on and the money comes in. It’s, of course, good business sense to take opportunities like this – you can apply the same templates used elsewhere on an incredibly lucrative market.
This kind of approach has been attempted for esports and hasn’t found the same success. Granted, the legislation for betting on esports has been somewhat slower than that of sports betting and iGaming.
However, bullish operators have acknowledged the fact that esports hasn’t found the same success in regulated states and asked what can be done differently, while for others, esports has been thrown into the too-hard basket or relegated to the bargain bucket.
For the latter, the fate of the esports vertical becomes a self-fulfilling prophecy – especially if an operator already using a budget esports product that throttles its very growth.
It takes two to tango
When esports is discussed in broader betting circles, you’ll often hear different versions of the same talking point: the problem with esports is no one is doing it well, it doesn’t innovate.
This argument is a case of the pot calling the kettle black. Esports is a driver of innovation, and it is sportsbook R&D that is holding it back.
Multiple suppliers on the market are investing significant resources into R&D, and bullish operators are leveraging these product innovations to acquire new customers and create engagements made for the internet age.
There are understandable reasons why sports betting doesn’t innovate. It’s largely because operators focus on acquisition, entering new territories and spending money on data rights. But the actual R&D on sportsbook products is left lacking, with ever-increasing cost-per-acquisition (CPA) numbers a clear symptom of this.
It means that if an operator does decide to use or acquire an esports specialist supplier but does little to cater its product and attempts to just lay the sports betting template over the top, of course performance will be throttled.
It’s like putting a Ferrari engine in a Prius – no offence to Toyota or Prius owners.
The same problem exists on the platform supplier front. Platforms are understandably focused on compliance and getting customers live, not necessarily improving models or their products.
Even the idea that if you just acquire an innovative company the problem is solved or you have found the solution, doesn’t hold water. In many cases, the company is acquired and plenty of noise is made about it, but there’s little organisational investment in R&D afterwards.
It’s not just in esports
These problems extend to customer acquisition and marketing for most emerging markets, not just esports. There’s a rush to use the same old playbook in newer sectors because it’s easy.
The fantasy vs. house sector in the US is already experiencing an acquisition arms race. As analyst Dustin Gouker points out, deposit match bonuses for new users on fantasy vs house products have jumped from $100 to as high as $500 in some places.
This is the same race that played out in sports betting and despite the costs, there’s little effort from most operators to try something different. There’s less work when you just put the same acquisition template on an emerging sector and call it a day. This seems to be an accepted practice in the industry, for better or for worse.
Esports betting success requires ongoing dialogue
Rather than attempting to wedge esports into hegemonic sportsbook approaches, sportsbooks need to take a completely unique approach.
The fact is the betting sector has barely scratched the surface – communities of esports fans are still dormant. Canadian operator Rivalry has built a successful, esports-first business by embracing the ever-changing internet culture that esports inhabits. French esports organisation Karmine Corp recently sold out a 30,000-person stadium for an event with no prize money up for grabs.
Innovative products developed on the supplier side like microbetting and betbuilders are only half of the equation.
Maximising esports revenues requires institutional investment, ongoing R&D and collaboration between suppliers and operators to create products and experiences. This includes having staff on the operator side that can drive and push the product further, and crucially, rethinking current sportsbook strategies and practices.
Building experiences for betting’s greatest emerging market – one that caters to your future core audience – takes investment, innovation and a willingness to experiment. If the industry wants to make the most of the Millennial and Gen Z audience that will become its primary customers, investment into R&D and close collaboration between suppliers and operators is needed. Many hands makes light work.
eSports
ESIC Announces Establishment of Global Esports Industry Advisory Board
The Esports Integrity Commission (ESIC) is pleased to announce the establishment of its Global Esports Industry Advisory Board, designed to enhance integrity and ethical practices across the esports landscape. The Advisory Board will serve a pivotal role by providing expert advice to ESIC’s Chief Executive Officer on a range of critical industry issues.
The primary function of the Advisory Board is to create a robust framework for integrity and fairness, setting a global benchmark for ethical conduct and fair competition in esports. The board will offer strategic insights, help shape policies governing fair play, liaise with key industry stakeholders, and act as ambassadors advocating for ethical practices.
ESIC has appointed two highly esteemed members to inaugurate this board:
- David Neichel, Senior Vice President of Public & International Affairs at ESL FACEIT Group (EFG), joins the Advisory Board with over fifteen years of experience in the video games industry, including significant roles at Activision-Blizzard and Electronic Arts. David’s profound impact on international and public affairs initiatives makes him an invaluable addition to the board.
- Robbie Douek, CEO of BLAST, also joins the Advisory Board, bringing a wealth of experience from his roles at Google and Disney, along with his leadership through major acquisitions. Robbie is celebrated for his strategic leadership and his instrumental role in elevating esports to a significant global entertainment platform.
The formation of the Advisory Board is an engagement that underscores the commitment of its members to upholding and promoting the highest standards of integrity within the esports industry. The board will meet as required to address strategic challenges and ensure that ESIC’s initiatives effectively meet current and future industry needs.
“Both David and Robbie bring a remarkable depth of knowledge and a passion for advancing the integrity of esports,” said Stephen Hanna, CEO of ESIC. “Their expertise will be crucial as we navigate the evolving landscape of esports and strive to maintain the integrity that our community expects and deserves.”
Robbie Douek, CEO at BLAST, said: “I’m honoured to be given the opportunity to support the Global Esports Industry Advisory Board and ESIC in their ambition to create the best and fairest environment possible for players, teams and fans.”
David Neichel, Senior Vice President of Public & International Affairs at ESL FACEIT Group (EFG) also commented: “It is a true honour to join the Global Esports Industry Advisory Board and support ESIC’s successful journey. Fairplay and integrity are at the core of esports. We owe it to the players and to the fans and for a better endemic industry governance”
The post ESIC Announces Establishment of Global Esports Industry Advisory Board appeared first on European Gaming Industry News.
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